d516aab8fa
Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018 and fix the version tag in all files (not really stable yet, but it makes no sense to hardcode rc3 at this stage).
49 lines
2.1 KiB
XML
49 lines
2.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CanvasItemMaterial" inherits="Material" category="Core" version="3.0-stable">
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<brief_description>
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A material for [CanvasItem]s.
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</brief_description>
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<description>
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[code]CanvasItemMaterial[/code]s provide a means of modifying the textures associated with a CanvasItem. They specialize in describing blend and lighting behaviors for textures. Use a [ShaderMaterial] to more fully customize a material's interactions with a [CanvasItem].
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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</methods>
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<members>
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<member name="blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" enum="CanvasItemMaterial.BlendMode">
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The manner in which a material's rendering is applied to underlying textures.
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</member>
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<member name="light_mode" type="int" setter="set_light_mode" getter="get_light_mode" enum="CanvasItemMaterial.LightMode">
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The manner in which material reacts to lighting.
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</member>
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</members>
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<constants>
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<constant name="BLEND_MODE_MIX" value="0" enum="BlendMode">
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Mix blending mode. Colors are assumed to be independent of the alpha (opacity) value.
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</constant>
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<constant name="BLEND_MODE_ADD" value="1" enum="BlendMode">
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Additive blending mode.
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</constant>
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<constant name="BLEND_MODE_SUB" value="2" enum="BlendMode">
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Subtractive blending mode.
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</constant>
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<constant name="BLEND_MODE_MUL" value="3" enum="BlendMode">
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Multiplicative blending mode.
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</constant>
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<constant name="BLEND_MODE_PREMULT_ALPHA" value="4" enum="BlendMode">
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Mix blending mode. Colors are assumed to be premultiplied by the alpha (opacity) value.
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</constant>
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<constant name="LIGHT_MODE_NORMAL" value="0" enum="LightMode">
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Render the material using both light and non-light sensitive material properties.
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</constant>
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<constant name="LIGHT_MODE_UNSHADED" value="1" enum="LightMode">
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Render the material as if there were no light.
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</constant>
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<constant name="LIGHT_MODE_LIGHT_ONLY" value="2" enum="LightMode">
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Render the material as if there were only light.
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</constant>
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</constants>
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</class>
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